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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-26 15:49:50 -06:00
use attrib pointers in nativeVertexFormat
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@ -73,39 +73,28 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
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if (vtx_decl.num_normals >= 1) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
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for (int i = 0; i < 3; i++) {
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if (vtx_decl.num_normals > i) {
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glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
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glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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} else {
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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}
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@ -111,11 +111,21 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
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// Need to set some attribute locations
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB, "texture0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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for(int i=0; i<8; i++) {
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char attrib_name[8];
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snprintf(attrib_name, 8, "tex%d", i);
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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}
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}
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@ -132,11 +132,11 @@ static const char *s_vertexShaderSrc =
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"#version 130\n"
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"uniform vec2 charSize;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = texture0 * charSize;\n"
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" uv0 = tex0 * charSize;\n"
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"}\n";
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static const char *s_fragmentShaderSrc =
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@ -528,11 +528,11 @@ TextureCache::TextureCache()
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const char *VProgram =
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"#version 130\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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@ -115,11 +115,11 @@ void CreatePrograms()
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const char *VProgram =
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"#version 130\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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